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JAMES PAUL GEE
Created by: Melanie Sterling
Who is he?
 Instructor at
University of
Wisconsin
 Affiliate faculty
member of Games,
Learning, and
Society group.
 Member of National
Academy of
Education
Good Video Games & Good
Learning
 Researches ways to incorporate technology
into children’s learning.
 Believes gaming strategies can be used in
education.
 Engagement and challenge of video games
and it’s transfer to education.
 Video games are “Long, hard, and complex”
but still enjoyable.
Fifteen Principles
 Identity
 Interaction
 Production
 Risk Taking
 Customization
 Agency
 Well-Ordered Problems
 Challenge and Consolidation
Fifteen Principles cont.
 “Just-in-Time” and “On Demand”
 Situated Meanings
 Pleasantly Frustrating
 System Thinking
 Explore, Think Laterally, Rethink Goals
 Smart Tools and Distributed Knowledge
 Cross-Functional Teams
 Identity: Players fully commit themselves to
the role.
 Interaction: Players form gaming strategies
based on interactions with other players or
characters.
 Production: Players experience the game
based on their own decisions. Essentially,
each player produces their own game.
 Risk-taking: Good video games lower the
consequences caused from failure. Risks are
encouraged.
 Customization: Games provide different
difficulty levels and allow players to solve
problems in different ways.
 Agency: Players gain a sense of ownership.
 Well-Ordered Problems: Problems players
face are built to lead players to form strategies
that will work later, on harder problems.
 Challenge and Consolidation: Games allow
players to gain mastery, then requires them to
learn something new and consolidate their
skills.
 “Just-in-Time” and “On Demand”: Games
give verbal commands versus written.
 Situated Meanings: Games always situate
meanings of words in terms of actions, images
and dialogue.
 Pleasantly Frustrating: Game are “doable”
but challenging.
 System Thinking: Games encourage players
to think about relationships, not isolated
events.
 Explore, Think Literally, Rethink Goals:
Games encourage players to explore
thoroughly before moving on, thinking laterally
not just linearly.
 Smart Tools and Distributed Knowledge:
Players often work with other characters to
complete the game, knowledge and tools are
shared.
 Cross-Functional Teams: Many games
require players to be apart of multiplayer

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James paul gee powerpoint

  • 1. JAMES PAUL GEE Created by: Melanie Sterling
  • 2. Who is he?  Instructor at University of Wisconsin  Affiliate faculty member of Games, Learning, and Society group.  Member of National Academy of Education
  • 3. Good Video Games & Good Learning  Researches ways to incorporate technology into children’s learning.  Believes gaming strategies can be used in education.  Engagement and challenge of video games and it’s transfer to education.  Video games are “Long, hard, and complex” but still enjoyable.
  • 4. Fifteen Principles  Identity  Interaction  Production  Risk Taking  Customization  Agency  Well-Ordered Problems  Challenge and Consolidation
  • 5. Fifteen Principles cont.  “Just-in-Time” and “On Demand”  Situated Meanings  Pleasantly Frustrating  System Thinking  Explore, Think Laterally, Rethink Goals  Smart Tools and Distributed Knowledge  Cross-Functional Teams
  • 6.  Identity: Players fully commit themselves to the role.  Interaction: Players form gaming strategies based on interactions with other players or characters.  Production: Players experience the game based on their own decisions. Essentially, each player produces their own game.
  • 7.  Risk-taking: Good video games lower the consequences caused from failure. Risks are encouraged.  Customization: Games provide different difficulty levels and allow players to solve problems in different ways.  Agency: Players gain a sense of ownership.
  • 8.  Well-Ordered Problems: Problems players face are built to lead players to form strategies that will work later, on harder problems.  Challenge and Consolidation: Games allow players to gain mastery, then requires them to learn something new and consolidate their skills.  “Just-in-Time” and “On Demand”: Games give verbal commands versus written.
  • 9.  Situated Meanings: Games always situate meanings of words in terms of actions, images and dialogue.  Pleasantly Frustrating: Game are “doable” but challenging.  System Thinking: Games encourage players to think about relationships, not isolated events.
  • 10.  Explore, Think Literally, Rethink Goals: Games encourage players to explore thoroughly before moving on, thinking laterally not just linearly.  Smart Tools and Distributed Knowledge: Players often work with other characters to complete the game, knowledge and tools are shared.  Cross-Functional Teams: Many games require players to be apart of multiplayer